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La dirección y la realización audiovisual de realidad Virtual. Análisis de Queerskins: A love story, una aproximación al cine volumétrico.

Authors: Francisco-Julián Martínez-Cano; Emilio Roselló Tormo;

La dirección y la realización audiovisual de realidad Virtual. Análisis de Queerskins: A love story, una aproximación al cine volumétrico.

Abstract

{"references": ["Bates, J. (1992). Virtual reality, art, and entertainment. Presence: Teleoperators & Virtual Environments, 1(1), 133-138.", "Bordwell, D., Staiger, J., & Thompson, K. (1985). The classical Hollywood cinema: Film style & mode of production to 1960. Columbia University Press.", "Bucher, J. (2017). Storytelling for virtual reality: methods and principles for crafting immersive narratives. Routledge.", "Cho, J., Lee, T. H., Ogden, J., Stewart, A., Tsai, T. Y., Chen, J., y Vituccio, R. (2016, July). Imago: presence and emotion in virtual reality. In ACM SIGGRAPH 2016 VR Village (p. 6). ACM.", "Gaudreault, A., & Jost, F. (1995). El relato cinematogr\u00e1fico. Paid\u00f3s.", "Green, M. C., & Brock, T. C. (2000). The role of transportation in the persuasiveness of public narratives. Journal of personality and social psychology, 79(5), 701.", "Heeter, C. (1992). Being there: The subjective experience of presence. Presence: Teleoperators & Virtual Environments, 1(2), 262-271.", "Ij\u00e4s, N. (2016). Transitioning Between Worlds Editing and Pre-production in Cinematic Virtual Reality.", "Kelly, Kevin (2016). \"Hyper Vision\" en Wired, abril (versi\u00f3n digital). Recuperado de: https://www. wired.com/2016/04/magic-leap-vr/. Fecha de consulta: 05/11/2019.", "Mart\u00ednez-Cano, F. J. (2018). Impresiones sobre Carne y Arena: pr\u00e1ctica cinematogr\u00e1fica y realidad virtual. Miguel Hern\u00e1ndez Communication Journal, (9), 161-190.", "Mateer, J. (2017). Directing for Cinematic Virtual Reality: how the traditional film director's craft applies to immersive environments and notions of presence. Journal of Media Practice, 18(1), 14-25.", "Milk, C. (2015). How virtual reality can create the ultimate empathy machine. TED 2015. Recuperado de: https://www.ted.com/talks/chris_milk_how_virtual_reality_can_create_the_ultimate_empathy_machine . Fecha de consulta: 22/11/ 2019.", "Nielsen, L. T., M\u00f8ller, M. B., Hartmeyer, S. D., Ljung, T., Nilsson, N. C., Nordahl, R., & Serafin, S. (noviembre, 2016). Missing the point: an exploration of how to guide users' attention during cinematic virtual reality. In Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology (pp. 229-232). ACM.", "Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators & Virtual Environments, 6(6), 603-616.", "Syrett, H., Calvi, L., & van Gisbergen, M. (2016, June). The oculus rift film experience: a case study on understanding films in a head mounted display. In International Conference on Intelligent Technologies for Interactive Entertainment (pp. 197-208). Springer, Cham.", "Fox, K. (productor) y Szilak, I. (director). (2018). Queerskins: a Love Story [Cinta Cinematogr\u00e1fica de Realidad Virtual]. USA: Cloudred Lab / Fancy Rainbow Productions.", "Tricart, C. (2017). Virtual reality filmmaking: Techniques & best practices for VR filmmakers. Taylor & Francis.", "Zelcer, M. (2018). Pantalla, im\u00e1genes y c\u00e1mara en la realidad virtual: una aproximaci\u00f3n. Imagofagia, (18), 322-343."]}

En la actualidad, la tecnología de realidad virtual ofrece a la industria audiovisual nuevos modos de contar historias. Una de las técnicas que posibilita el registro de imagen en movimiento y su implementación en entornos virtuales 3D es la captura volumétrica, que plantea un acercamiento entre los métodos del cine convencional y los de los discursos audiovisuales de ficción para RV. En este contexto, realizamos una revisión bibliográfica previa, para abordar el estudio de la aplicabilidad de las técnicas de producción tradicionales a las producciones de realidad virtual. Posteriormente diseñamos un modelo de análisis para este tipo de obras, a partir de los conceptos de Heeter (1992), Slater y Wilbur (1997). Este se centra en el efecto presencia como base para la inmersión en el universo diegético de la RV. Los resultados expuestos, se obtienen tras analizar Queerskins: a love story (Szilak y Tsiboulsk, 2018), uno de los primeros cortometrajes de realidad virtual con realización audiovisual volumétrica. Currently, virtual reality technology offers to the audiovisual industry new ways of telling stories. One of the techniques that enables video image recording and its implementation in 3D virtual environments is volumetric capture, which raises an approach between conventional cinema methods and those of fictional audiovisual discourses for VR. In this context, we carry out a previous bibliographical review, to address the study of the applicability of traditional production techniques to virtual reality productions. Subsequently, we designed an analysis model for this type of work, based on the concepts of Heeter (1992), Slater and Wilbur (1997), which is based on the effect of presence as a basis for the immersion of the spectator in the diegetic universe of the VR artworks. The exposed results are obtained after analyzing Queerskins: a love story (Szilak and Tsiboulsk, 2018), one of the first virtual reality short films with volumetric filmmaking.

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Keywords

Interactivity, Dirección Audiovisual, Virtual Reality, Interactividad, Realidad Virtual, Filmmaking, Volumetric cinema,, VR cinematography, Cine Volumétrico, Cinematografía RV

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This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
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This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
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